Page 18 - D&D Bestiary
P. 18

PLANETAR
          Planetars act as the weapons of the gods they serve,
          presenting a tangible representation of their deities'
          might. A planetar can call down rain to relieve a
          drought, or can loose an insect plague to devour crops.
          A planetar's celestial ears detect every falsehood, and its
          radiant eyes see through every deception.
            Planetars are muscular and hairless and have
          opalescent green skin and white-feathered wings. They
          tower over most humanoids, brandishing immense
          swords with grace. Sometimes sent to aid powerful
          mortals on important tasks for good, planetars are
          especially fond of missions that involve battling fiends.



           Large celestial, lawful good                     Innate Spellcasting. The planetar's spellcasting ability is
                                                            Charisma (spell  save DC 20). The planetar can innately cast the
          Armor Class 19 (natural armor)                    following spells, requiring no material components:
           Hit Points 200 (16d10 + 112)
          Speed 40ft., fly 120ft.                           At will: detect evil and good, invisibility (self only)
                                                            3fday each: blade barrier, dispel evil and good, flame strike,
             STR    DEX    CON     INT    WIS    CHA          raise dead
            24 (+7)   20 (+5)   24  (+7)   19 (+4)   22  (+6)   25  (+7)   1jday each: commune, control weather, insect plague
                                                            Magic Resistance. The planetar has advantage on saving
          Saving Throws Con + 12, Wis + 11, Cha + 12        throws against spells and other magical effects.
          Skills Perception + 11
           Damage Resistances radiant; bludgeoning,  piercing, and   ACTIONS
            slashing from nonmagical weapons
          Condition Immunities charmed, exhaustion, frightened   Multiattack. The planetar makes two melee attacks.
          Senses truesight 120 ft.,  passive Perception 21   Greatsword. Melee Weapon Attack: +12 to hit,  reach 5 ft.,
           Languages all, telepathy 120ft.                  one target. Hit: 21  (4d6 + 7) slashing damage plus 22  (5d8)
          Challenge 16 (15,000 XP)                           radiant damage.
                                                            Healing Touch (4jDay). The planetar touches another creature.
          Angelic Weapons. The planetar's weapon attacks are magical.
                                                            The target magically regains 30 (6d8 + 3)  hit points and is freed
          When the planetar hits with any weapon, the weapon deals an   from  any curse, disease, poison, blindness, or deafness.
          extra 5d8 radiant damage (included in the attack).



                                                                                                                17
   13   14   15   16   17   18   19   20   21   22   23